mirror of
https://github.com/AquariaOSE/Aquaria.git
synced 2024-11-29 03:33:48 +00:00
Hair uses VBOs now but it's fucked. will fix when sober.
This commit is contained in:
parent
d33e8f9116
commit
d68e4002ad
4 changed files with 54 additions and 55 deletions
|
@ -18,14 +18,15 @@ You should have received a copy of the GNU General Public License
|
|||
along with this program; if not, write to the Free Software
|
||||
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
|
||||
*/
|
||||
#include "../BBGE/MathFunctions.h"
|
||||
#include "MathFunctions.h"
|
||||
|
||||
#include "Hair.h"
|
||||
#include "DSQ.h"
|
||||
#include "RenderBase.h"
|
||||
|
||||
|
||||
Hair::Hair(int nodes, float segmentLength, float hairWidth) : RenderObject()
|
||||
Hair::Hair(int nodes, float segmentLength, float hairWidth)
|
||||
: RenderObject(), vbo(GPUBUF_DYNAMIC | GPUBUF_VERTEXBUF), ibo(GPUBUF_STATIC | GPUBUF_INDEXBUF)
|
||||
{
|
||||
this->segmentLength = segmentLength;
|
||||
this->hairWidth = hairWidth;
|
||||
|
@ -35,17 +36,16 @@ Hair::Hair(int nodes, float segmentLength, float hairWidth) : RenderObject()
|
|||
|
||||
hairNodes.resize(nodes);
|
||||
|
||||
|
||||
const float m = 1.0f / float(hairNodes.size());
|
||||
for (size_t i = 0; i < hairNodes.size(); i++)
|
||||
{
|
||||
float perc = (float(i)/(float(hairNodes.size())));
|
||||
if (perc < 0)
|
||||
perc = 0;
|
||||
const float perc = float(i) * m;
|
||||
hairNodes[i].percent = 1.0f-perc;
|
||||
Vector p(0, i*segmentLength, 0);
|
||||
hairNodes[i].position = p;
|
||||
hairNodes[i].defaultPosition = p;
|
||||
}
|
||||
|
||||
trisToDraw = ibo.initGridIndices_Triangles(2, nodes, false, GPUACCESS_DEFAULT);
|
||||
}
|
||||
|
||||
void Hair::setHeadPosition(const Vector &vec)
|
||||
|
@ -53,42 +53,55 @@ void Hair::setHeadPosition(const Vector &vec)
|
|||
hairNodes[0].position = vec;
|
||||
}
|
||||
|
||||
HairNode *Hair::getHairNode(int idx)
|
||||
const HairNode *Hair::getHairNode(size_t idx) const
|
||||
{
|
||||
HairNode *h = 0;
|
||||
int sz = hairNodes.size();
|
||||
if (!(idx < 0 || idx >= sz))
|
||||
{
|
||||
h = &hairNodes[idx];
|
||||
}
|
||||
return h;
|
||||
return idx < hairNodes.size() ? &hairNodes[idx] : NULL;
|
||||
}
|
||||
|
||||
void Hair::onRender(const RenderState& rs) const
|
||||
void Hair::updateVBO()
|
||||
{
|
||||
glBegin(GL_QUAD_STRIP);
|
||||
const float texBits = 1.0f / (hairNodes.size()-1);
|
||||
const Vector mul = !_hairfh ? Vector(1, 1) : Vector(-1, -1);
|
||||
|
||||
Vector pl, pr;
|
||||
for (size_t i = 0; i < hairNodes.size(); i++)
|
||||
do
|
||||
{
|
||||
if (i != hairNodes.size()-1)
|
||||
float *p = (float*)vbo.beginWrite(GPUBUFTYPE_VEC2_TC, hairNodes.size() * 2 * (2*2) * sizeof(float), GPUACCESS_DEFAULT);
|
||||
for (size_t i = 0; i < hairNodes.size(); i++)
|
||||
{
|
||||
Vector diffVec = hairNodes[i+1].position - hairNodes[i].position;
|
||||
diffVec.setLength2D(hairWidth);
|
||||
pl = diffVec.getPerpendicularLeft() * mul;
|
||||
pr = diffVec.getPerpendicularRight() * mul;
|
||||
const Vector pc = hairNodes[i].position;
|
||||
|
||||
if (i != hairNodes.size()-1)
|
||||
{
|
||||
Vector diffVec = hairNodes[i+1].position - hairNodes[i].position;
|
||||
diffVec.setLength2D(hairWidth);
|
||||
pl = diffVec.getPerpendicularLeft() * mul;
|
||||
pr = diffVec.getPerpendicularRight() * mul;
|
||||
}
|
||||
*p++ = pc.x + pl.x;
|
||||
*p++ = pc.y + pl.y;
|
||||
*p++ = 0;
|
||||
*p++ = texBits*i;
|
||||
|
||||
*p++ = pc.x + pr.x;
|
||||
*p++ = pc.y + pr.y;
|
||||
*p++ = 1;
|
||||
*p++ = texBits*i;
|
||||
}
|
||||
|
||||
Vector p = hairNodes[i].position;
|
||||
|
||||
glTexCoord2f(0, texBits*i);
|
||||
glVertex3f(p.x + pl.x, p.y + pl.y, 0);
|
||||
glTexCoord2f(1, texBits*i);
|
||||
glVertex3f(p.x + pr.x, p.y + pr.y, 0);
|
||||
}
|
||||
glEnd();
|
||||
while(!vbo.commitWrite());
|
||||
}
|
||||
|
||||
void Hair::onUpdate(float dt)
|
||||
{
|
||||
updateVBO();
|
||||
RenderObject::onUpdate(dt);
|
||||
}
|
||||
|
||||
void Hair::onRender(const RenderState& rs) const
|
||||
{
|
||||
vbo.apply();
|
||||
ibo.drawElements(GL_TRIANGLES, trisToDraw);
|
||||
}
|
||||
|
||||
void Hair::updatePositions()
|
||||
|
@ -98,7 +111,6 @@ void Hair::updatePositions()
|
|||
Vector diff = hairNodes[i].position - hairNodes[i-1].position;
|
||||
|
||||
|
||||
|
||||
if (diff.getLength2D() < segmentLength)
|
||||
{
|
||||
diff.setLength2D(segmentLength);
|
||||
|
@ -110,25 +122,9 @@ void Hair::updatePositions()
|
|||
diff.setLength2D(segmentLength);
|
||||
hairNodes[i].position = hairNodes[i-1].position + diff;
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
void Hair::returnToDefaultPositions(float dt)
|
||||
{
|
||||
for (size_t i = 0; i < hairNodes.size(); i++)
|
||||
{
|
||||
Vector mov = hairNodes[i].defaultPosition - hairNodes[i].position;
|
||||
if (!mov.isLength2DIn(2))
|
||||
{
|
||||
if (mov.x != 0 || mov.y != 0)
|
||||
{
|
||||
mov *= dt;
|
||||
hairNodes[i].position += mov;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void Hair::exertForce(const Vector &force, float dt, int usePerc)
|
||||
{
|
||||
|
|
|
@ -21,7 +21,8 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
|
|||
#ifndef __hair__
|
||||
#define __hair__
|
||||
|
||||
#include "../BBGE/Quad.h"
|
||||
#include "RenderObject.h"
|
||||
#include "RenderGrid.h"
|
||||
|
||||
struct HairNode
|
||||
{
|
||||
|
@ -29,7 +30,6 @@ struct HairNode
|
|||
{}
|
||||
float percent; // percent of how much force is affected on this node
|
||||
Vector position; // position of the hair node
|
||||
Vector defaultPosition; // default position of the hair node
|
||||
};
|
||||
|
||||
class Hair : public RenderObject
|
||||
|
@ -40,7 +40,6 @@ public:
|
|||
void exertForce(const Vector &force, float dt, int usePerc=0);
|
||||
void exertNodeForce(size_t idx, const Vector &force, float dt, int usePerc=0);
|
||||
void updatePositions();
|
||||
void returnToDefaultPositions(float dt);
|
||||
void setTextureFlip(bool flip) { _hairfh = flip; }
|
||||
|
||||
float hairWidth;
|
||||
|
@ -49,13 +48,16 @@ public:
|
|||
|
||||
void setHeadPosition(const Vector &pos);
|
||||
|
||||
void exertWave(float dt);
|
||||
void exertGravityWave(float dt);
|
||||
HairNode *getHairNode(int idx);
|
||||
const HairNode *getHairNode(size_t idx) const;
|
||||
protected:
|
||||
float segmentLength;
|
||||
void onUpdate(float dt) OVERRIDE;
|
||||
void onRender(const RenderState& rs) const OVERRIDE;
|
||||
bool _hairfh;
|
||||
size_t trisToDraw;
|
||||
void updateVBO();
|
||||
|
||||
DynamicGPUBuffer vbo, ibo;
|
||||
};
|
||||
|
||||
#endif
|
||||
|
|
|
@ -8334,7 +8334,7 @@ luaFunc(entity_getHairPosition)
|
|||
int idx = lua_tointeger(L, 2);
|
||||
if (se && se->hair)
|
||||
{
|
||||
HairNode *h = se->hair->getHairNode(idx);
|
||||
const HairNode *h = se->hair->getHairNode(idx);
|
||||
if (h)
|
||||
{
|
||||
x = h->position.x;
|
||||
|
|
|
@ -321,6 +321,7 @@ size_t DynamicGPUBuffer::initGridIndices_Triangles(size_t w, size_t h, bool inve
|
|||
const size_t quadsx = w - 1;
|
||||
const size_t quadsy = h - 1;
|
||||
const size_t quads = quadsx * quadsy;
|
||||
assert(quads);
|
||||
const size_t border = 4; // for GL_LINE_LOOP
|
||||
do
|
||||
{
|
||||
|
|
Loading…
Reference in a new issue